Difference between revisions of "Heal"

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(Field Medicine)
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The Heal skill is used to treat wounded characters, treat illnesses and poison, and deal with disease.
 
The Heal skill is used to treat wounded characters, treat illnesses and poison, and deal with disease.
  
Unless specified otherwise, a heal check costs 4 AP. A character being healed must also contribute 4 AP and cannot use [[Conditional Actions]] for the duration of the round. Heal checks without proper medical tools and materials take a -2. In general no specific supplies are needed, as sticks and pieces of clothing can be used to make splints and bandages, etc, but in a case where there are absolutely no materials at hand, all heal checks take a -6 instead.
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Unless specified otherwise, a heal check costs 4 AP. A character being healed must also contribute 4 AP and cannot use [[Conditional Action|Conditional Actions]] for the duration of the round. Heal checks without proper medical tools and materials take a -2. In general no specific supplies are needed, as sticks and pieces of clothing can be used to make splints and bandages, etc, but in a case where there are absolutely no materials at hand, all heal checks take a -6 instead.
  
 
= Uses =
 
= Uses =

Revision as of 11:46, 2 June 2010

Tiered Skill — Wis

The Heal skill is used to treat wounded characters, treat illnesses and poison, and deal with disease.

Unless specified otherwise, a heal check costs 4 AP. A character being healed must also contribute 4 AP and cannot use Conditional Actions for the duration of the round. Heal checks without proper medical tools and materials take a -2. In general no specific supplies are needed, as sticks and pieces of clothing can be used to make splints and bandages, etc, but in a case where there are absolutely no materials at hand, all heal checks take a -6 instead.

Uses

Stabilize Dying Character

If a character has negative Hit Points and is losing hit points, a successful Heal check will stabilize the character.

Field Medicine

In battle, a certain amount of damage may be healed immediately. A heal check of DC 20 will restore 1d4+1/every 5 points the check exceeds the DC, maximum +4. A heal check like this must be made within 2 hours of the damage being taken (otherwise long-term care should be used), and a character can only be healed in this manner once per day.

Long-Term Care

Treat Special Wounds

There are many specific effects that can be treated with the Heal skill, such as effects that reduce speed, cause continual damage, or create a specific condition (stunned, etc). If not otherwise specified, the heal DC to negate these effect is equal to the original DC for the effect.

Treat Poison or Disease